And that's great! It's an important part of the kit - but it is just a Part of the whole picture. In all honesty, how many abilities do we have the truly grant health back? 3? Storms path is utterly useless - not to mention it's the last step in a three part combo, Bloodbath is laughable, and Inner Beast is *meh* at best. I think the vision is "do-able", but will require more attention from the dev team. Not to mention the only "difficult" end-game tanking mechanics SE has developed are merely spikes where you're scrambling across cd's and relying on healers to stay alive for 1 or 2 big hits. I think a broader perspective on Wrath and other functions of warrior would make for a class that is easier to balance on the dev side and will be much less toxic going into the future!
1. Agreed. Except WAR can mitigate with parry
2. Not all heals are on CD. Healing spheres, expel harm w/ desperate measures, gift of the ox
Also, stagger is a mitigation, does not recover damage, and is only great with purifying brew
3. Implies WAR heals are based off dmg received + DMg given. So, not entirely true. What I am saying is that WAR needs a mech that scales with dmg received
4.1. You contradicted yourself on squishy at pulls. Brew needs BO kick w/ stagger. WAR needs 5 wrath stacks for +15% heals
4.2 brew does increase parry rate.
Swift reflexes, BO kick. Both Brew and WAR rely on parry for mitigation
5. Agreed, but blood Dk self heals are tied to vengeance as well. FF doesn't have a similar mechanic
But in fact needs it
6. Guard is a very important dmg absorb ability. WAR current abilities don't scale. That is partially the reason for improvements
I'd like to see a self-raise option. 2 second cast, 30 second duration, 5 minute cd. Absorb the overage on the KO hit. If Warrior has 600hp and boss hits for 1000 damage, Warrior drops to 0 and then heals for the remainder gaining 400hp.
Wait, what?
Why not make Wrath reduce damage by 20% per stack while you're at it. These are incredibly bad changes and not in anyway in the spirit of how WAR was made.
The WAR is a Self-Heal Tank. If his main form of "mitigating" damage is reducing it, then they have failed making interesting Tanking classes. Tanks in MMOs should approach damage mitigation from different angles, whether it's Evading, Reducing or Healing damage.
The main issue with WAR is that its "mitigation" style does not scale with content very well so they need to change the healing received as some function of damage taken for a more long term fix as opposed to a flat increase in healing received which might make WAR on par with PLD in some areas and vastly superior in others.
Last edited by Garnatian; 11-16-2013 at 03:37 AM.
It still wouldn't scale with the content properly. By having it scale with max hp, you're just changing what stats it scales with (it would scale off of Vit instead of Str/crit/det/weapon). The only way for self healing to be balanced is for it to scale off of the amount of damage taken, such that something like Inner Beast and Storm's Path restore some-to-all damage taken over the last 5-10 seconds (Inner Beast restores all damage takes in the last 5 seconds; Storm's Path restores 10% of all damage taken over the last 10 seconds). Bloodbath as a percent of damage healed is fine, since it's so comparatively small and it's a CD, but Inner Beast and Storm's Path would need to scale differently.
The bigger fix needed, in my opinion, is the WAR CD suite: the strongest WAR CD is weaker than the weakest PLD CD. Given that the devs seem to love intense damage phases and burst damage mechanisms as the tank pressure mechanisms, CD suites are *really* important.
Awesome input. I'd agree that the restoration based on damage taken might be a better approach and would help maintain balance from 1-50 (it's easy for us to forget that not everyone is endgame oriented). If the Healing-to-enmity ratio on the SP heal was 1:1 (or something that works) it would also help us use the ability without feeling a significant loss of enmity from not spamming BB. Potency could be adjusted to grant the same-ish enmity while letting use actively decide between more dmg or more healing. The CD suite is certainly an issue - I think there are many routes to be taken here.
We already have a Potency advantage. Butchers Block is 20 Higher than Rage of Halone.Awesome input. I'd agree that the restoration based on damage taken might be a better approach and would help maintain balance from 1-50 (it's easy for us to forget that not everyone is endgame oriented). If the Healing-to-enmity ratio on the SP heal was 1:1 (or something that works) it would also help us use the ability without feeling a significant loss of enmity from not spamming BB. Potency could be adjusted to grant the same-ish enmity while letting use actively decide between more dmg or more healing. The CD suite is certainly an issue - I think there are many routes to be taken here.
Healing Enmity is sort of not an issue at all unless you get tunnel Sighted, in which case, a Flash, or an Overpower make up for it and overcompensate. However out Enmity combo deals more threat naturally than Paladin.
We already have a Potency advantage. Butchers Block is 20 Higher than Rage of Halone.
Healing Enmity is sort of not an issue at all unless you get tunnel Sighted, in which case, a Flash, or an Overpower make up for it and overcompensate. However out Enmity combo deals more threat naturally than Paladin.
Sorry, Maybe I wasn't specific enough here. I'm talking about balancing the potency and enmity of BB vs SP so they are equivalent enmity output - allowing us to make the choice to use BB for Damage or SP for healing without the worry of losing threat. Basically, leave BB as is for when you want to do damage - and adjust the potency of SP to make it healing oriented. It makes a trade off that causes the tank to actively make more choices.
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